Merge branch '导弹'
# Conflicts: # 1.6/1.6/Assemblies/ArachnaeSwarm.dll
This commit is contained in:
@@ -0,0 +1,244 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>CatastropheMissileSilo</defName>
|
||||
<label>天灾导弹发射井</label>
|
||||
<description>一个多功能导弹发射平台。它装备的武器系统既可以作为自动炮塔进行本地防御,也可以在操作员的指引下,将“天灾”级巡航导弹发射到全球任何一个角落。</description>
|
||||
<thingClass>ArachnaeSwarm.Building_CatastropheMissileSilo</thingClass>
|
||||
<drawerType>MapMeshAndRealTime</drawerType>
|
||||
<graphicData>
|
||||
<texPath>Things/Building/Security/TurretHeavy_Base</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<drawSize>(3, 3)</drawSize>
|
||||
<drawOffset>(0,0,-0.1)</drawOffset>
|
||||
<damageData>
|
||||
<rect>(0.2,0.2,0.6,0.6)</rect>
|
||||
</damageData>
|
||||
<shadowData>
|
||||
<volume>(1.5,0.35,1.4)</volume>
|
||||
<offset>(0,0,-0.05)</offset>
|
||||
</shadowData>
|
||||
</graphicData>
|
||||
<size>(2,2)</size>
|
||||
<altitudeLayer>Building</altitudeLayer>
|
||||
<passability>PassThroughOnly</passability>
|
||||
<pathCost>50</pathCost>
|
||||
<fillPercent>0.5</fillPercent>
|
||||
<stealable>false</stealable>
|
||||
<statBases>
|
||||
<MaxHitPoints>500</MaxHitPoints>
|
||||
<WorkToBuild>12000</WorkToBuild>
|
||||
<Mass>800</Mass>
|
||||
<Beauty>-20</Beauty>
|
||||
</statBases>
|
||||
<tickerType>Normal</tickerType>
|
||||
<comps>
|
||||
<li Class="CompProperties_Refuelable">
|
||||
<fuelLabel>导弹</fuelLabel>
|
||||
<fuelGizmoLabel>导弹</fuelGizmoLabel>
|
||||
<outOfFuelMessage>缺少导弹</outOfFuelMessage>
|
||||
<fuelFilter>
|
||||
<thingDefs>
|
||||
<li>ComponentSpacer</li>
|
||||
</thingDefs>
|
||||
</fuelFilter>
|
||||
<fuelCapacity>10</fuelCapacity>
|
||||
<initialFuelPercent>0</initialFuelPercent>
|
||||
<autoRefuelPercent>1</autoRefuelPercent>
|
||||
<showFuelGizmo>true</showFuelGizmo>
|
||||
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
|
||||
</li>
|
||||
<li Class="CompProperties_Forbiddable"/>
|
||||
<li Class="CompProperties_Breakdownable"/>
|
||||
<li Class="ArachnaeSwarm.CompProperties_ForceTargetable" />
|
||||
</comps>
|
||||
<building>
|
||||
<turretGunDef>CatastropheMissile_Weapon</turretGunDef>
|
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<turretBurstCooldownTime>5.0</turretBurstCooldownTime>
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<buildingTags>
|
||||
<li>Artillery</li>
|
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</buildingTags>
|
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</building>
|
||||
<designationCategory>ARA_Buildings</designationCategory>
|
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<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
|
||||
<researchPrerequisites>
|
||||
<li>ShipbuildingBasics</li>
|
||||
</researchPrerequisites>
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef ParentName="BaseBullet">
|
||||
<defName>Projectile_CatastropheMissile</defName>
|
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<label>“天灾”巡航导弹</label>
|
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<thingClass>ArachnaeSwarm.Projectile_CruiseMissile</thingClass>
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<graphicData>
|
||||
<graphicClass>Graphic_Single_AgeSecs</graphicClass>
|
||||
<texPath>Things/Projectile/FleshmassSpitterProjectileSheet</texPath>
|
||||
<drawSize>(3,3)</drawSize>
|
||||
<shaderType>MoteGlow</shaderType>
|
||||
</graphicData>
|
||||
<projectile>
|
||||
<useGraphicClass>True</useGraphicClass>
|
||||
<shadowSize>1</shadowSize>
|
||||
<damageDef>ARA_AcidBurn</damageDef>
|
||||
<damageAmountBase>150</damageAmountBase>
|
||||
<speed>80</speed>
|
||||
<flyOverhead>true</flyOverhead>
|
||||
<filth>Filth_SpentAcid</filth>
|
||||
<filthCount>4</filthCount>
|
||||
<explosionEffect>ARA_Shell_AcidSpitImpact</explosionEffect>
|
||||
<explosionEffectLifetimeTicks>60</explosionEffectLifetimeTicks>
|
||||
<doExplosionVFX>false</doExplosionVFX>
|
||||
<explosionRadius>10.9</explosionRadius>
|
||||
<soundExplode>MortarBomb_Explode</soundExplode>
|
||||
</projectile>
|
||||
<modExtensions>
|
||||
<li Class="ArachnaeSwarm.CruiseMissileProperties">
|
||||
<customDamageDef>ARA_AcidBurn</customDamageDef>
|
||||
<customDamageAmount>150</customDamageAmount>
|
||||
<customExplosionRadius>10.9</customExplosionRadius>
|
||||
<customSoundExplode>MortarBomb_Explode</customSoundExplode>
|
||||
<useSubExplosions>true</useSubExplosions>
|
||||
<subExplosionCount>8</subExplosionCount>
|
||||
<subExplosionRadius>2.9</subExplosionRadius>
|
||||
<subExplosionDamage>50</subExplosionDamage>
|
||||
<subExplosionSpread>15</subExplosionSpread>
|
||||
<subDamageDef>ARA_AcidBurn</subDamageDef>
|
||||
<subSoundExplode>MortarBomb_Explode</subSoundExplode>
|
||||
<bezierArcHeightFactor>0.01</bezierArcHeightFactor>
|
||||
<bezierMinArcHeight>1</bezierMinArcHeight>
|
||||
<bezierMaxArcHeight>5</bezierMaxArcHeight>
|
||||
<bezierHorizontalOffsetFactor>0.05</bezierHorizontalOffsetFactor>
|
||||
<bezierSideOffsetFactor>0.05</bezierSideOffsetFactor>
|
||||
<bezierRandomOffsetScale>1.5</bezierRandomOffsetScale>
|
||||
</li>
|
||||
</modExtensions>
|
||||
<comps>
|
||||
<li Class="CompProperties_ProjectileEffecter">
|
||||
<effecterDef>Shell_AcidSpitStream</effecterDef>
|
||||
</li>
|
||||
<li Class="CompProperties_ProjectileEffecter">
|
||||
<effecterDef>Shell_AcidSpitLaunched</effecterDef>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<EffecterDef>
|
||||
<defName>ARA_Shell_AcidSpitImpact</defName>
|
||||
<children>
|
||||
<li>
|
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<subEffecterClass>SubEffecter_SprayerChance</subEffecterClass>
|
||||
<fleckDef>Fleck_AcidSpitImpact</fleckDef>
|
||||
<burstCount>1</burstCount>
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||||
<scale>5</scale>
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||||
<chancePerTick>1</chancePerTick>
|
||||
<chancePeriodTicks>2</chancePeriodTicks>
|
||||
<lifespanMaxTicks>8</lifespanMaxTicks>
|
||||
<spawnLocType>OnSource</spawnLocType>
|
||||
</li>
|
||||
<li>
|
||||
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
|
||||
<fleckDef>Fleck_AcidSpitLaunchedMist</fleckDef>
|
||||
<scale>20</scale>
|
||||
<burstCount>3~6</burstCount>
|
||||
<spawnLocType>OnSource</spawnLocType>
|
||||
<absoluteAngle>false</absoluteAngle>
|
||||
<angle>0~100</angle>
|
||||
<positionRadius>1</positionRadius>
|
||||
<speed>-1~1</speed>
|
||||
<rotation>0</rotation>
|
||||
</li>
|
||||
<li>
|
||||
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
|
||||
<fleckDef>Fleck_AcidSpitLaunchedGlobFast</fleckDef>
|
||||
<burstCount>6~10</burstCount>
|
||||
<spawnLocType>OnSource</spawnLocType>
|
||||
<absoluteAngle>false</absoluteAngle>
|
||||
<positionRadius>.7</positionRadius>
|
||||
<positionRadiusMin>.7</positionRadiusMin>
|
||||
<fleckUsesAngleForVelocity>true</fleckUsesAngleForVelocity>
|
||||
<rotateTowardsTargetCenter>true</rotateTowardsTargetCenter>
|
||||
<angle>0~100</angle>
|
||||
<scale>2.5</scale>
|
||||
<speed>20~45</speed>
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||||
<rotation>0~360</rotation>
|
||||
</li>
|
||||
</children>
|
||||
</EffecterDef>
|
||||
|
||||
<ThingDef ParentName="BaseBullet">
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||||
<defName>Projectile_CatastropheMissile_Fake</defName>
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||||
<label>“天灾”巡航导弹</label>
|
||||
<thingClass>ArachnaeSwarm.Projectile_CruiseMissile</thingClass>
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||||
<graphicData>
|
||||
<graphicClass>Graphic_Single_AgeSecs</graphicClass>
|
||||
<texPath>Things/Projectile/FleshmassSpitterProjectileSheet</texPath>
|
||||
<drawSize>(3,3)</drawSize>
|
||||
<shaderType>MoteGlow</shaderType>
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||||
</graphicData>
|
||||
<projectile>
|
||||
<useGraphicClass>True</useGraphicClass>
|
||||
<shadowSize>1</shadowSize>
|
||||
<damageDef>ARA_AcidBurn</damageDef>
|
||||
<damageAmountBase>0</damageAmountBase>
|
||||
<speed>80</speed>
|
||||
<flyOverhead>true</flyOverhead>
|
||||
</projectile>
|
||||
<modExtensions>
|
||||
<li Class="ArachnaeSwarm.CruiseMissileProperties">
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||||
<isDummy>true</isDummy>
|
||||
<useSubExplosions>false</useSubExplosions>
|
||||
<bezierArcHeightFactor>0.01</bezierArcHeightFactor>
|
||||
<bezierMinArcHeight>1</bezierMinArcHeight>
|
||||
<bezierMaxArcHeight>5</bezierMaxArcHeight>
|
||||
<bezierHorizontalOffsetFactor>0.05</bezierHorizontalOffsetFactor>
|
||||
<bezierSideOffsetFactor>0.05</bezierSideOffsetFactor>
|
||||
<bezierRandomOffsetScale>1.5</bezierRandomOffsetScale>
|
||||
</li>
|
||||
</modExtensions>
|
||||
<comps>
|
||||
<li Class="CompProperties_ProjectileEffecter">
|
||||
<effecterDef>Shell_AcidSpitStream</effecterDef>
|
||||
</li>
|
||||
<li Class="CompProperties_ProjectileEffecter">
|
||||
<effecterDef>Shell_AcidSpitLaunched</effecterDef>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef ParentName="BaseWeapon">
|
||||
<defName>CatastropheMissile_Weapon</defName>
|
||||
<label>天灾导弹武器系统</label>
|
||||
<description>天灾导弹的发射系统。</description>
|
||||
<techLevel>Spacer</techLevel>
|
||||
<graphicData>
|
||||
<texPath>Things/Building/Security/TurretMortar_Top</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<statBases>
|
||||
<RangedWeapon_Cooldown>5.0</RangedWeapon_Cooldown>
|
||||
<Mass>50</Mass>
|
||||
</statBases>
|
||||
<verbs>
|
||||
<li>
|
||||
<verbClass>Verb_Shoot</verbClass>
|
||||
<hasStandardCommand>true</hasStandardCommand>
|
||||
<defaultProjectile>Projectile_CatastropheMissile</defaultProjectile>
|
||||
<consumeFuelPerShot>1</consumeFuelPerShot>
|
||||
<warmupTime>3.0</warmupTime>
|
||||
<forcedMissRadius>1</forcedMissRadius>
|
||||
<isMortar>true</isMortar>
|
||||
<requireLineOfSight>false</requireLineOfSight>
|
||||
<minRange>10.9</minRange>
|
||||
<burstShotCount>1</burstShotCount>
|
||||
<range>500</range>
|
||||
<soundCast>Shot_Autocannon</soundCast>
|
||||
<muzzleFlashScale>16</muzzleFlashScale>
|
||||
<targetParams>
|
||||
<canTargetLocations>true</canTargetLocations>
|
||||
</targetParams>
|
||||
</li>
|
||||
</verbs>
|
||||
</ThingDef>
|
||||
|
||||
</Defs>
|
||||
@@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
|
||||
|
||||
<WorldObjectDef>
|
||||
<defName>CatastropheMissile_Flying</defName>
|
||||
<label>巡航导弹</label>
|
||||
<worldObjectClass>ArachnaeSwarm.WorldObject_CatastropheMissile</worldObjectClass>
|
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<texture>World/WorldObjects/Caravan</texture> <!-- Placeholder texture -->
|
||||
<expandingIcon>true</expandingIcon>
|
||||
<useDynamicDrawer>true</useDynamicDrawer>
|
||||
</WorldObjectDef>
|
||||
|
||||
</Defs>
|
||||
@@ -0,0 +1,17 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<LanguageData>
|
||||
|
||||
<CommandFireGlobal>发射远程打击</CommandFireGlobal>
|
||||
<CommandFireGlobalDesc>选择一个世界地图上的目标进行远程打击。</CommandFireGlobalDesc>
|
||||
|
||||
<CommandFireLocal>发射本地打击</CommandFireLocal>
|
||||
<CommandFireLocalDesc>手动命令炮塔攻击一个本地地图上的目标。</CommandFireLocalDesc>
|
||||
|
||||
<RemoteTargetSet>远程目标已设定:{0}</RemoteTargetSet>
|
||||
<MessageTargetMustBeMap>远程打击的目标必须是一个已探索的地点。</MessageTargetMustBeMap>
|
||||
<NoMissileToLaunch>没有可用的导弹。</NoMissileToLaunch>
|
||||
|
||||
<CommandClearAllTargets>取消所有目标</CommandClearAllTargets>
|
||||
<CommandClearAllTargetsDesc>取消当前设定的所有本地和远程目标。</CommandClearAllTargetsDesc>
|
||||
|
||||
</LanguageData>
|
||||
@@ -1,9 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- Commands & Messages -->
|
||||
<CommandDeployWormholePortalB_Pilot>部署虫洞传送门</CommandDeployWormholePortalB_Pilot>
|
||||
<CommandDeployWormholePortalB_PilotDesc>选择一名驾驶员来启动一个B端传送门。</CommandDeployWormholePortalB_PilotDesc>
|
||||
<NoPilotAvailable>没有可用的驾驶员</NoPilotAvailable>
|
||||
|
||||
</LanguageData>
|
||||
468
CatastropheMissileSilo_Implementation_Plan.md
Normal file
468
CatastropheMissileSilo_Implementation_Plan.md
Normal file
@@ -0,0 +1,468 @@
|
||||
# 天灾导弹防御塔 - C# 实现计划
|
||||
|
||||
本文档包含构建“天灾导弹防御塔”所需的全部C#类的源代码。这些代码基于 `Rimatomics` 的跨地图打击框架,并与我们自己的 `Projectile_CruiseMissile` 弹头相结合。
|
||||
|
||||
---
|
||||
|
||||
## 1. 建筑类: `Building_CatastropheMissileSilo.cs`
|
||||
|
||||
**路径**: `Source/ArachnaeSwarm/Buildings/Building_CatastropheMissileSilo.cs`
|
||||
|
||||
**功能**: 这是导弹发射井的建筑本体,负责处理玩家的瞄准指令。它几乎是 `Building_Railgun` 的翻版,但进行了一些重命名和命名空间调整。
|
||||
|
||||
```csharp
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using RimWorld;
|
||||
using RimWorld.Planet;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.Sound;
|
||||
|
||||
namespace ArachnaeSwarm
|
||||
{
|
||||
[StaticConstructorOnStartup]
|
||||
public class Building_CatastropheMissileSilo : Building
|
||||
{
|
||||
public CompPowerTrader powerComp;
|
||||
public CompRefuelable refuelableComp;
|
||||
public Verb_LaunchCatastropheMissile verb;
|
||||
|
||||
private GlobalTargetInfo longTargetInt;
|
||||
private List<Building_CatastropheMissileSilo> selectedSilos;
|
||||
|
||||
public static readonly Texture2D FireMissionTex = ContentFinder<Texture2D>.Get("UI/Commands/Attack", true);
|
||||
|
||||
public override void SpawnSetup(Map map, bool respawningAfterLoad)
|
||||
{
|
||||
base.SpawnSetup(map, respawningAfterLoad);
|
||||
this.powerComp = base.GetComp<CompPowerTrader>();
|
||||
this.refuelableComp = base.GetComp<CompRefuelable>();
|
||||
// This is a placeholder, verb will be initialized from the weapon ThingDef
|
||||
this.verb = (Verb_LaunchCatastropheMissile)Activator.CreateInstance(typeof(Verb_LaunchCatastropheMissile));
|
||||
this.verb.caster = this;
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_TargetInfo.Look(ref this.longTargetInt, "longTargetInt");
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> GetGizmos()
|
||||
{
|
||||
foreach (Gizmo c in base.GetGizmos())
|
||||
{
|
||||
yield return c;
|
||||
}
|
||||
|
||||
Command_Action launch = new Command_Action
|
||||
{
|
||||
defaultLabel = "CommandFireMission".Translate(),
|
||||
defaultDesc = "CommandFireMissionDesc".Translate(),
|
||||
icon = FireMissionTex,
|
||||
action = new Action(this.StartChoosingDestination)
|
||||
};
|
||||
|
||||
if (!CanFire())
|
||||
{
|
||||
launch.Disable("CannotFire".Translate() + ": " + GetDisabledReason());
|
||||
}
|
||||
yield return launch;
|
||||
}
|
||||
|
||||
private bool CanFire()
|
||||
{
|
||||
return powerComp.PowerOn && refuelableComp.HasFuel;
|
||||
}
|
||||
|
||||
private string GetDisabledReason()
|
||||
{
|
||||
if (!powerComp.PowerOn) return "NoPower".Translate().CapitalizeFirst();
|
||||
if (!refuelableComp.HasFuel) return "NoFuel".Translate().CapitalizeFirst();
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
private void StartChoosingDestination()
|
||||
{
|
||||
this.selectedSilos = Find.Selector.SelectedObjects.OfType<Building_CatastropheMissileSilo>().ToList();
|
||||
CameraJumper.TryJump(CameraJumper.GetWorldTarget(this), CameraJumper.MovementMode.Pan);
|
||||
Find.WorldSelector.ClearSelection();
|
||||
|
||||
Find.WorldTargeter.BeginTargeting(
|
||||
new Func<GlobalTargetInfo, bool>(this.ChoseWorldTarget),
|
||||
true, // Can target self
|
||||
FireMissionTex,
|
||||
true,
|
||||
() => GenDraw.DrawWorldRadiusRing(this.Map.Tile, this.MaxWorldRange),
|
||||
(GlobalTargetInfo t) => "Select target",
|
||||
null, null, true);
|
||||
}
|
||||
|
||||
private bool ChoseWorldTarget(GlobalTargetInfo target)
|
||||
{
|
||||
if (!target.IsValid)
|
||||
{
|
||||
Messages.Message("MessageTargetInvalid".Translate(), MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
|
||||
int distance = Find.WorldGrid.TraversalDistanceBetween(this.Map.Tile, target.Tile, true, int.MaxValue);
|
||||
if (distance > this.MaxWorldRange)
|
||||
{
|
||||
Messages.Message("MessageTargetBeyondMaximumRange".Translate(), this, MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
|
||||
MapParent mapParent = target.WorldObject as MapParent;
|
||||
if (mapParent != null && mapParent.HasMap)
|
||||
{
|
||||
Map targetMap = mapParent.Map;
|
||||
var originalMap = base.Map;
|
||||
|
||||
Action onFinished = () => {
|
||||
if (Current.Game.CurrentMap != originalMap) Current.Game.CurrentMap = originalMap;
|
||||
};
|
||||
|
||||
Current.Game.CurrentMap = targetMap;
|
||||
|
||||
Find.Targeter.BeginTargeting(
|
||||
new TargetingParameters { canTargetLocations = true },
|
||||
(LocalTargetInfo localTarget) =>
|
||||
{
|
||||
foreach (var silo in this.selectedSilos)
|
||||
{
|
||||
silo.FireMission(targetMap.Tile, localTarget, targetMap.uniqueID);
|
||||
}
|
||||
},
|
||||
null, onFinished, FireMissionTex, true);
|
||||
|
||||
return true;
|
||||
}
|
||||
else // For non-map targets (caravans, sites)
|
||||
{
|
||||
foreach (var silo in this.selectedSilos)
|
||||
{
|
||||
silo.FireMission(target.Tile, new LocalTargetInfo(target.Cell), -1);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public void FireMission(int tile, LocalTargetInfo targ, int mapId)
|
||||
{
|
||||
if (!targ.IsValid)
|
||||
{
|
||||
this.longTargetInt = GlobalTargetInfo.Invalid;
|
||||
return;
|
||||
}
|
||||
|
||||
Map targetMap = (mapId != -1) ? Find.Maps.FirstOrDefault(m => m.uniqueID == mapId) : null;
|
||||
this.longTargetInt = new GlobalTargetInfo(targ.Cell, targetMap);
|
||||
|
||||
this.verb.verbProps.defaultProjectile.GetModExtension<CruiseMissileProperties>(); // Ensure verb has properties.
|
||||
this.verb.TryStartCastOn(this.longTargetInt);
|
||||
}
|
||||
|
||||
public int MaxWorldRange => 99999; // Effectively global range
|
||||
|
||||
public GlobalTargetInfo LongTarget => longTargetInt;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 2. 动作类: `Verb_LaunchCatastropheMissile.cs`
|
||||
|
||||
**路径**: `Source/ArachnaeSwarm/Verbs/Verb_LaunchCatastropheMissile.cs`
|
||||
|
||||
**功能**: 定义发射动作。它会创建 `WorldObject_CatastropheMissile` 并将其发射到世界地图。
|
||||
|
||||
```csharp
|
||||
using RimWorld;
|
||||
using RimWorld.Planet;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace ArachnaeSwarm
|
||||
{
|
||||
public class Verb_LaunchCatastropheMissile : Verb_Shoot
|
||||
{
|
||||
public override bool CanHitTargetFrom(IntVec3 root, LocalTargetInfo targ)
|
||||
{
|
||||
return true; // Always true for world-map targeting
|
||||
}
|
||||
|
||||
protected override bool TryCastShot()
|
||||
{
|
||||
Building_CatastropheMissileSilo silo = this.caster as Building_CatastropheMissileSilo;
|
||||
if (silo == null || !silo.LongTarget.IsValid) return false;
|
||||
|
||||
WorldObject_CatastropheMissile missile = (WorldObject_CatastropheMissile)WorldObjectMaker.MakeWorldObject(
|
||||
DefDatabase<WorldObjectDef>.GetNamed("CatastropheMissile_Flying")
|
||||
);
|
||||
|
||||
missile.Tile = silo.Map.Tile;
|
||||
missile.destinationTile = silo.LongTarget.Tile;
|
||||
missile.destinationCell = silo.LongTarget.Cell;
|
||||
missile.Projectile = this.verbProps.defaultProjectile;
|
||||
|
||||
Find.WorldObjects.Add(missile);
|
||||
|
||||
// Consume fuel
|
||||
silo.refuelableComp.ConsumeFuel(silo.refuelableComp.Props.fuelConsumptionRate);
|
||||
|
||||
// Visual/Sound effects at launch site
|
||||
MoteMaker.MakeStaticMote(silo.TrueCenter(), silo.Map, ThingDefOf.Mote_ExplosionFlash, 10f);
|
||||
SoundDefOf.RocketLaunch.PlayOneShot(new TargetInfo(silo.Position, silo.Map));
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 3. 飞行物类: `WorldObject_CatastropheMissile.cs`
|
||||
|
||||
**路径**: `Source/ArachnaeSwarm/World/WorldObject_CatastropheMissile.cs`
|
||||
|
||||
**功能**: 模拟导弹在世界地图上的飞行,并在抵达时生成 `Projectile_CruiseMissile`。
|
||||
|
||||
```csharp
|
||||
using RimWorld.Planet;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
|
||||
namespace ArachnaeSwarm
|
||||
{
|
||||
public class WorldObject_CatastropheMissile : WorldObject
|
||||
{
|
||||
public int destinationTile = -1;
|
||||
public IntVec3 destinationCell = IntVec3.Invalid;
|
||||
public ThingDef Projectile;
|
||||
|
||||
private int initialTile = -1;
|
||||
private float traveledPct;
|
||||
private const float TravelSpeed = 0.0002f; // Faster than sabot
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look(ref destinationTile, "destinationTile", 0);
|
||||
Scribe_Values.Look(ref destinationCell, "destinationCell");
|
||||
Scribe_Defs.Look(ref Projectile, "Projectile");
|
||||
Scribe_Values.Look(ref initialTile, "initialTile", 0);
|
||||
Scribe_Values.Look(ref traveledPct, "traveledPct", 0f);
|
||||
}
|
||||
|
||||
public override void PostAdd()
|
||||
{
|
||||
base.PostAdd();
|
||||
this.initialTile = this.Tile;
|
||||
}
|
||||
|
||||
private Vector3 StartPos => Find.WorldGrid.GetTileCenter(this.initialTile);
|
||||
private Vector3 EndPos => Find.WorldGrid.GetTileCenter(this.destinationTile);
|
||||
|
||||
public override Vector3 DrawPos => Vector3.Slerp(StartPos, EndPos, traveledPct);
|
||||
|
||||
public override void Tick()
|
||||
{
|
||||
base.Tick();
|
||||
traveledPct += TravelSpeed / GenMath.SphericalDistance(StartPos.normalized, EndPos.normalized);
|
||||
|
||||
if (traveledPct >= 1f)
|
||||
{
|
||||
Arrived();
|
||||
}
|
||||
}
|
||||
|
||||
private void Arrived()
|
||||
{
|
||||
Map targetMap = Current.Game.FindMap(this.destinationTile);
|
||||
if (targetMap != null)
|
||||
{
|
||||
// Target is a loaded map, spawn the projectile to hit it
|
||||
IntVec3 entryCell = Find.WorldGrid.GetRotatedPos(new IntVec2(0, 1), targetMap.info.parent.Rotation).ToIntVec3() * (targetMap.Size.x / 2);
|
||||
entryCell.y = 0;
|
||||
entryCell.z += targetMap.Size.z / 2;
|
||||
|
||||
Projectile_CruiseMissile missile = (Projectile_CruiseMissile)GenSpawn.Spawn(this.Projectile, entryCell, targetMap, WipeMode.Vanish);
|
||||
missile.Launch(this, this.destinationCell, this.destinationCell, ProjectileHitFlags.IntendedTarget);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Target is not a loaded map (e.g., caravan, site), do direct damage
|
||||
GenExplosion.DoExplosion(
|
||||
this.destinationCell,
|
||||
null, // No map
|
||||
this.Projectile.GetModExtension<CruiseMissileProperties>()?.customExplosionRadius ?? 5f,
|
||||
this.Projectile.GetModExtension<CruiseMissileProperties>()?.customDamageDef ?? DamageDefOf.Bomb,
|
||||
null, // Launcher
|
||||
this.Projectile.GetModExtension<CruiseMissileProperties>()?.customDamageAmount ?? 50
|
||||
);
|
||||
}
|
||||
|
||||
Find.WorldObjects.Remove(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
---
|
||||
|
||||
## 4. XML 定义
|
||||
|
||||
以下是实现天灾导弹防御塔所需的所有XML定义。
|
||||
|
||||
### 4.1 建筑定义: `ThingDef_Building_CatastropheMissileSilo.xml`
|
||||
|
||||
**路径**: `1.6/Defs/ThingDefs_Buildings/ThingDef_Building_CatastropheMissileSilo.xml`
|
||||
|
||||
**功能**: 定义导弹发射井这个建筑,链接到 `Building_CatastropheMissileSilo` 类,并配置其电力、燃料和内置武器。
|
||||
|
||||
```xml
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>CatastropheMissileSilo</defName>
|
||||
<label>天灾导弹发射井</label>
|
||||
<description>一个重型加固的导弹发射设施,能够将“天灾”级巡航导弹发射到全球任何一个角落。需要大量的电力和化学燃料来运作。</description>
|
||||
<thingClass>ArachnaeSwarm.Building_CatastropheMissileSilo</thingClass>
|
||||
<graphicData>
|
||||
<texPath>Things/Building/Security/ShipMissileTurret</texPath> <!-- Placeholder texture -->
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<drawSize>(3,3)</drawSize>
|
||||
</graphicData>
|
||||
<size>(3,3)</size>
|
||||
<statBases>
|
||||
<MaxHitPoints>500</MaxHitPoints>
|
||||
<WorkToBuild>8000</WorkToBuild>
|
||||
<Mass>1000</Mass>
|
||||
<Flammability>0.5</Flammability>
|
||||
</statBases>
|
||||
<costList>
|
||||
<Steel>400</Steel>
|
||||
<Plasteel>150</Plasteel>
|
||||
<ComponentIndustrial>10</ComponentIndustrial>
|
||||
<ComponentSpacer>4</ComponentSpacer>
|
||||
</costList>
|
||||
<comps>
|
||||
<li Class="CompProperties_Power">
|
||||
<compClass>CompPowerTrader</compClass>
|
||||
<basePowerConsumption>500</basePowerConsumption>
|
||||
</li>
|
||||
<li Class="CompProperties_Refuelable">
|
||||
<fuelConsumptionRate>10</fuelConsumptionRate> <!-- How much fuel per launch -->
|
||||
<fuelCapacity>10.0</fuelCapacity>
|
||||
<fuelFilter>
|
||||
<thingDefs>
|
||||
<li>Chemfuel</li>
|
||||
</thingDefs>
|
||||
</fuelFilter>
|
||||
<showFuelGizmo>true</showFuelGizmo>
|
||||
</li>
|
||||
</comps>
|
||||
<verbs>
|
||||
<!-- This defines the weapon itself -->
|
||||
<li>
|
||||
<verbClass>ArachnaeSwarm.Verb_LaunchCatastropheMissile</verbClass>
|
||||
<hasStandardCommand>false</hasStandardCommand>
|
||||
<defaultProjectile>Projectile_CatastropheMissile</defaultProjectile>
|
||||
</li>
|
||||
</verbs>
|
||||
<building>
|
||||
<ai_combatDangerous>true</ai_combatDangerous>
|
||||
</building>
|
||||
<researchPrerequisites>
|
||||
<li>ShipbuildingBasics</li> <!-- Placeholder research -->
|
||||
</researchPrerequisites>
|
||||
</ThingDef>
|
||||
|
||||
</Defs>
|
||||
```
|
||||
|
||||
### 4.2 武器/投射物定义: `ThingDef_Projectile_CatastropheMissile.xml`
|
||||
|
||||
**路径**: `1.6/Defs/ThingDefs_Misc/ThingDef_Projectile_CatastropheMissile.xml`
|
||||
|
||||
**功能**: 定义导弹本身 (`Projectile_CatastropheMissile`) 和它作为投射物的行为 (`ThingDef` of `Projectile_CruiseMissile`)。这里是配置集束弹头和弹道参数的地方。
|
||||
|
||||
```xml
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
|
||||
<ThingDef ParentName="BaseBullet">
|
||||
<defName>Projectile_CatastropheMissile</defName>
|
||||
<label>“天灾”巡航导弹</label>
|
||||
<thingClass>ArachnaeSwarm.Projectile_CruiseMissile</thingClass>
|
||||
<graphicData>
|
||||
<texPath>Things/Projectile/Missile</texPath> <!-- Placeholder texture -->
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<projectile>
|
||||
<damageDef>Bomb</damageDef>
|
||||
<damageAmountBase>200</damageAmountBase>
|
||||
<speed>10</speed> <!-- This speed is relative to the bezier curve, not linear -->
|
||||
<explosionRadius>5.9</explosionRadius>
|
||||
<soundExplode>MortarBomb_Explode</soundExplode>
|
||||
</projectile>
|
||||
|
||||
<modExtensions>
|
||||
<li Class="ArachnaeSwarm.CruiseMissileProperties">
|
||||
<!-- Main Explosion -->
|
||||
<customDamageDef>Bomb</customDamageDef>
|
||||
<customDamageAmount>150</customDamageAmount>
|
||||
<customExplosionRadius>5.9</customExplosionRadius>
|
||||
<customSoundExplode>MortarBomb_Explode</customSoundExplode>
|
||||
|
||||
<!-- Sub Explosions (Cluster) -->
|
||||
<useSubExplosions>true</useSubExplosions>
|
||||
<subExplosionCount>8</subExplosionCount>
|
||||
<subExplosionRadius>2.9</subExplosionRadius>
|
||||
<subExplosionDamage>50</subExplosionDamage>
|
||||
<subExplosionSpread>15</subExplosionSpread>
|
||||
<subDamageDef>Bomb</subDamageDef>
|
||||
<subSoundExplode>Fragment_Explode</subSoundExplode>
|
||||
|
||||
<!-- Trajectory Parameters -->
|
||||
<bezierArcHeightFactor>0.05</bezierArcHeightFactor>
|
||||
<bezierMinArcHeight>5</bezierMinArcHeight>
|
||||
<bezierMaxArcHeight>20</bezierMaxArcHeight>
|
||||
<bezierHorizontalOffsetFactor>0.1</bezierHorizontalOffsetFactor>
|
||||
<bezierSideOffsetFactor>0.2</bezierSideOffsetFactor>
|
||||
<bezierRandomOffsetScale>0.5</bezierRandomOffsetScale>
|
||||
</li>
|
||||
</modExtensions>
|
||||
</ThingDef>
|
||||
|
||||
</Defs>
|
||||
```
|
||||
|
||||
### 4.3 飞行物定义: `WorldObjectDef_CatastropheMissile.xml`
|
||||
|
||||
**路径**: `1.6/Defs/WorldObjectDefs/WorldObjectDef_CatastropheMissile.xml`
|
||||
|
||||
**功能**: 定义在世界地图上飞行的那个导弹实体。
|
||||
|
||||
```xml
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
|
||||
<WorldObjectDef>
|
||||
<defName>CatastropheMissile_Flying</defName>
|
||||
<label>巡航导弹</label>
|
||||
<worldObjectClass>ArachnaeSwarm.WorldObject_CatastropheMissile</worldObjectClass>
|
||||
<texture>World/WorldObjects/Missile</texture> <!-- Placeholder texture -->
|
||||
<expandingIcon>true</expandingIcon>
|
||||
<canBeTargeted>false</canBeTargeted>
|
||||
<canHavePlayerEnemyRelation>false</canHavePlayerEnemyRelation>
|
||||
<useDynamicDrawer>true</useDynamicDrawer>
|
||||
</WorldObjectDef>
|
||||
|
||||
</Defs>
|
||||
```
|
||||
743
Railgun_System_Documentation.md
Normal file
743
Railgun_System_Documentation.md
Normal file
@@ -0,0 +1,743 @@
|
||||
# Rimatomics 电磁炮战略打击系统技术文档
|
||||
|
||||
## 1. 引言
|
||||
|
||||
本文档旨在详细解析 Rimatomics Mod 中的电磁炮(Railgun)远程战略打击系统的实现机制。该系统允许玩家对世界地图上的任意(已加载的)地图进行精确的火力投送,是游戏中一种强大的后期战略武器。
|
||||
|
||||
我们将通过分析其三个核心 C# 类:`Building_Railgun`、`Verb_Railgun` 和 `WorldObject_Sabot`,来深入理解其功能、设计模式以及类之间的交互。
|
||||
|
||||
## 2. 核心组件概览
|
||||
|
||||
整个系统由三个主要部分协同工作,各司其职:
|
||||
|
||||
* **`Building_Railgun`**: 炮塔建筑本身,是整个系统的用户交互入口和武器平台。它负责处理玩家的瞄准指令,管理武器的属性(如射程、精度),并发起射击流程。
|
||||
* **`Verb_Railgun`**: 定义了电磁炮的“射击”这一具体动作。它能够智能区分常规的本地射击和需要跨地图飞行的远程打击,并根据不同模式执行相应的逻辑。
|
||||
* **`WorldObject_Sabot`**: 一个在世界地图上存在的临时对象,用于模拟炮弹在飞向目标过程中的状态。它负责处理跨地图飞行、轨迹计算,并在抵达目标后触发最终的命中效果。
|
||||
|
||||
## 3. 类详解
|
||||
|
||||
### 3.1 `Building_Railgun`
|
||||
|
||||
`Building_Railgun` 是电磁炮塔的建筑类,继承自 `Building_EnergyWeapon`。它是玩家能直接看到并与之交互的实体。
|
||||
|
||||
#### 功能概述
|
||||
|
||||
此类作为系统的交互枢纽,主要负责以下功能:
|
||||
* **提供玩家操作界面**:通过 Gizmo(操作按钮)让玩家启动“火控任务”。
|
||||
* **处理目标选择流程**:引导玩家从世界地图选择目标区域,再到目标地图内选择精确弹着点。
|
||||
* **管理武器状态与属性**:存储远程目标信息,并根据已安装的升级动态计算射程、散布等属性。
|
||||
* **发起射击指令**:在获取有效目标后,命令自身的武器组件(Verb)开火。
|
||||
|
||||
#### 源代码
|
||||
|
||||
```csharp
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Multiplayer.API;
|
||||
using RimWorld;
|
||||
using RimWorld.Planet;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.Sound;
|
||||
|
||||
namespace Rimatomics
|
||||
{
|
||||
[StaticConstructorOnStartup]
|
||||
public class Building_Railgun : Building_EnergyWeapon
|
||||
{
|
||||
public override bool TurretBased
|
||||
{
|
||||
get
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector3 TipOffset
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector3 pos = this.DrawPos;
|
||||
Vector3 vecOffset = new Vector3(0f, 1f, 5f);
|
||||
vecOffset = vecOffset.RotatedBy(this.TurretRotation);
|
||||
return pos + vecOffset;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool CanFireWhileRoofed()
|
||||
{
|
||||
// For remote fire missions, cannot be roofed. For local targets, it's allowed.
|
||||
if (this.longTargetInt == GlobalTargetInfo.Invalid)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return !base.Position.Roofed(base.Map);
|
||||
}
|
||||
|
||||
public float RangeToWorldTarget
|
||||
{
|
||||
get
|
||||
{
|
||||
return (float)Find.WorldGrid.TraversalDistanceBetween(base.Map.Tile, this.longTarget.Tile, true, int.MaxValue, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void TryChamberRound()
|
||||
{
|
||||
if (this.magazine.NullOrEmpty<ThingDef>())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CompChangeableProjectile comp = this.gun.TryGetComp<CompChangeableProjectile>();
|
||||
if (!comp.Loaded)
|
||||
{
|
||||
comp.LoadShell(this.magazine.FirstOrDefault<ThingDef>(), 1);
|
||||
this.magazine.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
|
||||
public override void MuzzleFlash()
|
||||
{
|
||||
Mote flash = (Mote)ThingMaker.MakeThing(Building_Railgun.Mote_RailgunMuzzleFlash, null);
|
||||
flash.Scale = 5f;
|
||||
flash.exactRotation = this.TurretRotation;
|
||||
flash.exactPosition = this.TipOffset;
|
||||
GenSpawn.Spawn(flash, base.Position, base.Map, WipeMode.Vanish);
|
||||
|
||||
Vector3 vecOffset = new Vector3(1f, 1f, -1f).RotatedBy(this.TurretRotation);
|
||||
FleckMaker.ThrowSmoke(this.DrawPos + vecOffset, base.Map, 1.5f);
|
||||
|
||||
Vector3 vecOffset2 = new Vector3(-1f, 1f, -1f).RotatedBy(this.TurretRotation);
|
||||
FleckMaker.ThrowSmoke(this.DrawPos + vecOffset2, base.Map, 1.5f);
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> GetGizmos()
|
||||
{
|
||||
foreach (Gizmo c in base.GetGizmos())
|
||||
{
|
||||
yield return c;
|
||||
}
|
||||
|
||||
Command_Action launch = new Command_Action
|
||||
{
|
||||
defaultLabel = "critCommandFireMission".Translate(),
|
||||
defaultDesc = "critCommandFireMissionDesc".Translate(),
|
||||
icon = Building_Railgun.FireMissionTex,
|
||||
action = new Action(this.StartChoosingDestination)
|
||||
};
|
||||
|
||||
if (base.Spawned && base.Position.Roofed(base.Map))
|
||||
{
|
||||
launch.Disable("CannotFire".Translate() + ": " + "Roofed".Translate().CapitalizeFirst());
|
||||
}
|
||||
yield return launch;
|
||||
}
|
||||
|
||||
private void StartChoosingDestination()
|
||||
{
|
||||
// Record all selected railguns to fire them simultaneously
|
||||
this.selectedRailguns = Find.Selector.SelectedObjects.OfType<Building_Railgun>().ToList<Building_Railgun>();
|
||||
|
||||
CameraJumper.TryJump(CameraJumper.GetWorldTarget(this), CameraJumper.MovementMode.Pan);
|
||||
Find.WorldSelector.ClearSelection();
|
||||
|
||||
int tile = base.Map.Tile;
|
||||
Find.WorldTargeter.BeginTargeting(
|
||||
new Func<GlobalTargetInfo, bool>(this.ChoseWorldTarget), // Callback when target is chosen
|
||||
false,
|
||||
Building_Railgun.FireMissionTex,
|
||||
true,
|
||||
() => GenDraw.DrawWorldRadiusRing(tile, this.WorldRange, null), // Draws the range ring
|
||||
null, null, null, false);
|
||||
}
|
||||
|
||||
public static TargetingParameters ForFireMission()
|
||||
{
|
||||
// In multiplayer, disallow targeting mobile pawns to prevent desync issues.
|
||||
if (MP.IsInMultiplayer)
|
||||
{
|
||||
return new TargetingParameters
|
||||
{
|
||||
canTargetPawns = false,
|
||||
canTargetBuildings = false,
|
||||
canTargetLocations = true
|
||||
};
|
||||
}
|
||||
|
||||
return new TargetingParameters
|
||||
{
|
||||
canTargetPawns = true,
|
||||
canTargetBuildings = true,
|
||||
canTargetLocations = true
|
||||
};
|
||||
}
|
||||
|
||||
private bool ChoseWorldTarget(GlobalTargetInfo target)
|
||||
{
|
||||
if (!target.IsValid)
|
||||
{
|
||||
Messages.Message("MessageRailgunTargetInvalid".Translate(), MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
|
||||
int distance = Find.WorldGrid.TraversalDistanceBetween(base.Map.Tile, target.Tile, true, int.MaxValue, false);
|
||||
if (distance > this.WorldRange)
|
||||
{
|
||||
Messages.Message("MessageTargetBeyondMaximumRange".Translate(), this, MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
|
||||
MapParent mapParent = target.WorldObject as MapParent;
|
||||
if (mapParent != null && mapParent.HasMap)
|
||||
{
|
||||
if (mapParent.Map == base.Map)
|
||||
{
|
||||
Messages.Message("MessageRailgunCantTargetMyMap".Translate(), MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
|
||||
// --- Refactored Code Block ---
|
||||
// This block handles the logic for fine-grained targeting within the destination map.
|
||||
Map targetMap = mapParent.Map;
|
||||
var originalMap = base.Map;
|
||||
|
||||
// Action to execute when targeting is finished or cancelled.
|
||||
Action onFinished = () => {
|
||||
if (Current.Game.CurrentMap != originalMap)
|
||||
{
|
||||
Current.Game.CurrentMap = originalMap;
|
||||
}
|
||||
};
|
||||
|
||||
// Switch to the target map to allow the player to pick a precise location.
|
||||
Current.Game.CurrentMap = targetMap;
|
||||
|
||||
Find.Targeter.BeginTargeting(
|
||||
Building_Railgun.ForFireMission(),
|
||||
(LocalTargetInfo localTarget) => // Lambda for when a local target is selected
|
||||
{
|
||||
// Assign the fire mission to all selected railguns.
|
||||
foreach (Building_Railgun railgun in this.selectedRailguns)
|
||||
{
|
||||
railgun.FireMission(targetMap.Tile, localTarget, targetMap.uniqueID);
|
||||
}
|
||||
},
|
||||
null, // Action on highlight
|
||||
onFinished, // Action on finish/cancel
|
||||
Building_Railgun.FireMissionTex,
|
||||
true);
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message("MessageRailgunNeedsMap".Translate(), MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
[SyncMethod(SyncContext.None)]
|
||||
public void FireMission(int tile, LocalTargetInfo targ, int map)
|
||||
{
|
||||
if (!targ.IsValid)
|
||||
{
|
||||
this.longTargetInt = GlobalTargetInfo.Invalid;
|
||||
return;
|
||||
}
|
||||
|
||||
GlobalTargetInfo newtarget = targ.ToGlobalTargetInfo(Find.Maps.FirstOrDefault((Map x) => x.uniqueID == map));
|
||||
int distance = Find.WorldGrid.TraversalDistanceBetween(base.Map.Tile, tile, true, int.MaxValue, false);
|
||||
|
||||
if (distance > this.WorldRange)
|
||||
{
|
||||
Messages.Message("MessageTargetBeyondMaximumRange".Translate(), this, MessageTypeDefOf.RejectInput, true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.holdFire)
|
||||
{
|
||||
Messages.Message("MessageTurretWontFireBecauseHoldFire".Translate(this.def.label), this, MessageTypeDefOf.RejectInput, true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.longTargetInt != newtarget)
|
||||
{
|
||||
this.longTargetInt = newtarget;
|
||||
if (this.burstCooldownTicksLeft <= 0)
|
||||
{
|
||||
this.TryStartShootSomething();
|
||||
}
|
||||
SoundDefOf.TurretAcquireTarget.PlayOneShot(new TargetInfo(base.Position, base.Map, false));
|
||||
}
|
||||
}
|
||||
|
||||
public override float PulseSize
|
||||
{
|
||||
get
|
||||
{
|
||||
float f = base.GunProps.EnergyWep.PulseSizeScaled;
|
||||
if (this.UG.HasUpgrade(DubDef.MEPS))
|
||||
{
|
||||
f *= 1.15f;
|
||||
}
|
||||
if (this.UG.HasUpgrade(DubDef.ERS))
|
||||
{
|
||||
f *= 0.85f; // Equivalent to f -= 0.15f * f
|
||||
}
|
||||
return f;
|
||||
}
|
||||
}
|
||||
|
||||
public override int WorldRange
|
||||
{
|
||||
get
|
||||
{
|
||||
// In space (SoS2 compatibility), range is unlimited.
|
||||
if (base.Map != null && this.space != null && base.Map.Biome == this.space)
|
||||
{
|
||||
return 99999;
|
||||
}
|
||||
|
||||
int range = base.GunProps.EnergyWep.WorldRange;
|
||||
if (this.UG.HasUpgrade(DubDef.TargetingChip))
|
||||
{
|
||||
range += 10;
|
||||
}
|
||||
if (this.UG.HasUpgrade(DubDef.MEPS))
|
||||
{
|
||||
range += 10;
|
||||
}
|
||||
return range;
|
||||
}
|
||||
}
|
||||
|
||||
public int spread
|
||||
{
|
||||
get
|
||||
{
|
||||
int v = 6;
|
||||
if (this.UG.HasUpgrade(DubDef.TargetingChip))
|
||||
{
|
||||
v -= 3;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
}
|
||||
|
||||
public static readonly Texture2D FireMissionTex = ContentFinder<Texture2D>.Get("Rimatomics/UI/FireMission", true);
|
||||
public static ThingDef Mote_RailgunMuzzleFlash = ThingDef.Named("Mote_RailgunMuzzleFlash");
|
||||
private List<Building_Railgun> selectedRailguns;
|
||||
public BiomeDef space = DefDatabase<BiomeDef>.GetNamed("OuterSpaceBiome", false);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 关键方法和属性详解
|
||||
|
||||
* **`GetGizmos()`**: 为炮塔添加“火控任务” (Fire Mission) 按钮,这是远程打击流程的起点。如果炮塔被屋顶遮挡,该按钮会被禁用。
|
||||
* **`StartChoosingDestination()`**: 响应按钮点击,将视角切换到世界地图,并启动一个带射程圈的目标选择器,让玩家选择目标地块。它支持多炮塔同时选择。
|
||||
* **`ChoseWorldTarget(GlobalTargetInfo target)`**: 当玩家在世界地图上选择目标后的回调函数。它会进行一系列合法性验证(如射程、是否为当前地图等),如果通过,则将视角切换到目标地图,让玩家选择精确落点。
|
||||
* **`FireMission(int tile, LocalTargetInfo targ, int map)`**: 这是目标选择的最后一步。它将最终的、精确的目标信息(包含地块ID和地图内坐标)存入 `longTargetInt` 变量,并立即尝试触发射击 (`TryStartShootSomething()`)。该方法支持多人游戏同步。
|
||||
* **`WorldRange` (get)**: 一个计算属性,返回炮塔在世界地图上的最大射程。基础射程定义在XML中,并会受到 `TargetingChip` 和 `MEPS` 等升级的加成。
|
||||
* **`spread` (get)**: 计算属性,返回炮弹的散布半径。`TargetingChip` 升级可以减小此值,提高精度。
|
||||
* **`CanFireWhileRoofed()`**: 重写方法,规定在执行远程打击 (`longTargetInt` 有效) 时,炮塔不能处于屋顶之下。
|
||||
|
||||
### 3.2 `Verb_Railgun`
|
||||
|
||||
`Verb_Railgun` 继承自 `Verb_RimatomicsVerb`,它定义了电磁炮武器的“射击”这个核心动作。它不处理玩家交互,只负责执行射击逻辑。
|
||||
|
||||
#### 功能概述
|
||||
|
||||
这个类的主要职责是根据炮塔当前的目标状态(本地目标 vs 远程目标),决定执行哪种射击模式。
|
||||
|
||||
* **动态炮弹选择**: 根据 `CompChangeableProjectile` 组件的状态,决定是发射已装填的特殊炮弹还是默认炮弹。
|
||||
* **射击模式分发**: 检查是否存在远程目标 (`longTarget`),如果存在,则执行“火控任务”流程;否则,执行标准的本地射击。
|
||||
* **远程打击发起**: 在“火控任务”模式下,负责创建并初始化 `WorldObject_Sabot`,将其发射到世界地图。
|
||||
* **本地打击后效**: 为本地射击附加额外的效果,如能量消耗、数据收集和屏幕震动。
|
||||
|
||||
#### 源代码
|
||||
|
||||
```csharp
|
||||
using System;
|
||||
using RimWorld;
|
||||
using RimWorld.Planet;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace Rimatomics
|
||||
{
|
||||
[StaticConstructorOnStartup]
|
||||
public class Verb_Railgun : Verb_RimatomicsVerb
|
||||
{
|
||||
public override ThingDef Projectile
|
||||
{
|
||||
get
|
||||
{
|
||||
ThingWithComps equipmentSource = base.EquipmentSource;
|
||||
CompChangeableProjectile comp = (equipmentSource != null) ? equipmentSource.GetComp<CompChangeableProjectile>() : null;
|
||||
if (comp != null && comp.Loaded)
|
||||
{
|
||||
return comp.Projectile;
|
||||
}
|
||||
return this.verbProps.defaultProjectile;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool CanHitTargetFrom(IntVec3 root, LocalTargetInfo targ)
|
||||
{
|
||||
// If a long-range target is set, we can "hit" it regardless of local range.
|
||||
if (base.GetWep.longTarget.IsValid)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return base.CanHitTargetFrom(root, targ);
|
||||
}
|
||||
|
||||
protected bool TryCastFireMission()
|
||||
{
|
||||
Building_Railgun railgun = this.caster as Building_Railgun;
|
||||
|
||||
// Create the flying sabot object on the world map
|
||||
WorldObject_Sabot sabot = (WorldObject_Sabot)WorldObjectMaker.MakeWorldObject(DefDatabase<WorldObjectDef>.GetNamed("Sabot", true));
|
||||
sabot.railgun = railgun;
|
||||
sabot.Tile = railgun.Map.Tile;
|
||||
sabot.destinationTile = railgun.longTarget.Tile;
|
||||
sabot.destinationCell = railgun.longTarget.Cell;
|
||||
sabot.spread = railgun.spread;
|
||||
sabot.Projectile = this.Projectile;
|
||||
Find.WorldObjects.Add(sabot);
|
||||
|
||||
// Post-launch effects and data gathering
|
||||
railgun.GatherData("PPCWeapon", 5f);
|
||||
railgun.GatherData("PPCFireMission", 10f);
|
||||
railgun.GatherData("PPCRailgun", 10f);
|
||||
railgun.PrototypeBang(railgun.GunProps.EnergyWep.PrototypeFailureChance);
|
||||
railgun.MuzzleFlash();
|
||||
Find.CameraDriver.shaker.SetMinShake(0.1f);
|
||||
|
||||
// Spawn a dummy projectile that flies off-map. This is for visual effect only.
|
||||
Vector3 shellDirection = Vector3.forward.RotatedBy(railgun.TurretRotation);
|
||||
IntVec3 outcell = (railgun.DrawPos + shellDirection * 500f).ToIntVec3();
|
||||
Projectile projectile2 = (Projectile)GenSpawn.Spawn(this.Projectile, railgun.Position, this.caster.Map, WipeMode.Vanish);
|
||||
projectile2.Launch(railgun, railgun.DrawPos, outcell, null, ProjectileHitFlags.None, false, base.EquipmentSource, null);
|
||||
|
||||
// Handle shell consumption
|
||||
CompChangeableProjectile comp = base.EquipmentSource?.GetComp<CompChangeableProjectile>();
|
||||
if (comp != null)
|
||||
{
|
||||
comp.Notify_ProjectileLaunched();
|
||||
}
|
||||
|
||||
railgun.DissipateCharge(railgun.PulseSize);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool TryCastShot()
|
||||
{
|
||||
Building_Railgun railgun = this.caster as Building_Railgun;
|
||||
if (!railgun.top.TargetInSights)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (this.Projectile == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool shotResult;
|
||||
// --- Shooting Mode Dispatch ---
|
||||
if (railgun.longTarget.IsValid)
|
||||
{
|
||||
// Execute long-range fire mission
|
||||
shotResult = this.TryCastFireMission();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Execute standard local shot
|
||||
shotResult = base.TryCastShot();
|
||||
if (shotResult)
|
||||
{
|
||||
railgun.DissipateCharge(railgun.PulseSize);
|
||||
railgun.GatherData("PPCWeapon", 5f);
|
||||
railgun.GatherData("PPCRailgun", 10f);
|
||||
railgun.PrototypeBang(railgun.GunProps.EnergyWep.PrototypeFailureChance);
|
||||
railgun.MuzzleFlash();
|
||||
Find.CameraDriver.shaker.SetMinShake(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
// Chamber the next round after firing
|
||||
railgun.TryChamberRound();
|
||||
return shotResult;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 关键方法和属性详解
|
||||
|
||||
* **`Projectile` (get)**: 这是一个动态属性,用于获取当前应该发射的炮弹类型。它会优先返回 `CompChangeableProjectile` 中已装填的炮弹,如果未装填,则返回在 XML 中定义的默认炮弹。
|
||||
* **`CanHitTargetFrom(...)`**: 重写了基类方法。当炮塔被赋予了一个远程目标 (`longTarget.IsValid`) 时,该方法直接返回 `true`,绕过了所有常规的射程和视线检查,确保远程打击流程可以启动。
|
||||
* **`TryCastShot()`**: 这是射击动作的入口点。它的核心逻辑是检查 `railgun.longTarget` 是否有效。
|
||||
* 如果**有效**,说明是远程打击任务,它便调用 `TryCastFireMission()`。
|
||||
* 如果**无效**,说明是常规的本地瞄准,它就调用基类的 `base.TryCastShot()` 来发射普通炮弹,并附加一系列开火后效。
|
||||
* **`TryCastFireMission()`**: 这是发起远程打击的核心。它不直接生成命中目标的炮弹,而是:
|
||||
1. 创建一个 `WorldObject_Sabot` 实例。
|
||||
2. 将目标地块、精确坐标、炮弹类型、散布等关键信息从 `Building_Railgun` 传递给 `sabot` 对象。
|
||||
3. 将 `sabot` 添加到世界对象管理器 (`Find.WorldObjects.Add(sabot)`),让其开始在世界地图上“飞行”。
|
||||
4. 触发炮口闪光、能量消耗、屏幕震动等本地开火效果。
|
||||
5. 生成一个飞向地图外的“虚拟”炮弹,仅用于视觉表现,它不会造成任何伤害。
|
||||
|
||||
### 3.3 `WorldObject_Sabot`
|
||||
|
||||
`WorldObject_Sabot` 继承自 `WorldObject`,是远程打击流程中的“飞行”阶段的执行者。它是一个临时的、在世界地图上存在的实体,模拟了炮弹从发射点到目标点的飞行过程。
|
||||
|
||||
#### 功能概述
|
||||
|
||||
此类完全独立于发射它的炮塔,其核心职责是在世界地图上完成一段旅程,并在抵达终点时触发命中效果。
|
||||
|
||||
* **飞行轨迹模拟**: 通过 `DrawPos` 属性和 `Tick` 方法,平滑地计算并更新自身在世界地图上的位置,实现飞行-动画效果。
|
||||
* **状态持久化**: 通过 `ExposeData` 方法保存所有关键信息(如起点、终点、飞行进度、炮弹类型),确保在游戏存读档后飞行可以继续。
|
||||
* **命中触发**: 在飞行到达终点后,`Arrived` 方法负责在目标地图上生成真正的 `Projectile`(炮弹),并让其从地图边缘发射,命中最终的精确弹着点。
|
||||
* **自我销毁**: 完成命中逻辑后,将自身从世界对象管理器中移除。
|
||||
* **Mod兼容性**: 能够识别并处理 "Save Our Ship 2" Mod 中的轨道飞船,实现地对空、空对地和空对空打击。
|
||||
|
||||
#### 源代码
|
||||
|
||||
```csharp
|
||||
using System;
|
||||
using System.Linq;
|
||||
using RimWorld.Planet;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace Rimatomics
|
||||
{
|
||||
public class WorldObject_Sabot : WorldObject
|
||||
{
|
||||
private Vector3 Start
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector3 startPos = Find.WorldGrid.GetTileCenter(this.initialTile);
|
||||
// SoS2 compatibility: if a ship is at the tile, use its position.
|
||||
if (HarmonyPatches.SoS)
|
||||
{
|
||||
WorldObject ship = Find.World.worldObjects.AllWorldObjects.FirstOrDefault(o =>
|
||||
(o.def.defName.Equals("ShipOrbiting") || o.def.defName.Equals("SiteSpace")) && o.Tile == this.initialTile);
|
||||
if (ship != null)
|
||||
{
|
||||
startPos = ship.DrawPos;
|
||||
}
|
||||
}
|
||||
return startPos;
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 End
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector3 endPos = Find.WorldGrid.GetTileCenter(this.destinationTile);
|
||||
// SoS2 compatibility
|
||||
if (HarmonyPatches.SoS)
|
||||
{
|
||||
WorldObject ship = Find.World.worldObjects.AllWorldObjects.FirstOrDefault(o =>
|
||||
(o.def.defName.Equals("ShipOrbiting") || o.def.defName.Equals("SiteSpace")) && o.Tile == this.destinationTile);
|
||||
if (ship != null)
|
||||
{
|
||||
endPos = ship.DrawPos;
|
||||
}
|
||||
}
|
||||
return endPos;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector3 DrawPos
|
||||
{
|
||||
get
|
||||
{
|
||||
// Slerp for a smooth curve over the planet's surface
|
||||
return Vector3.Slerp(this.Start, this.End, this.traveledPct);
|
||||
}
|
||||
}
|
||||
|
||||
private float TraveledPctStepPerTick
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector3 start = this.Start;
|
||||
Vector3 end = this.End;
|
||||
if (start == end) return 1f;
|
||||
|
||||
float distance = GenMath.SphericalDistance(start.normalized, end.normalized);
|
||||
if (distance == 0f) return 1f;
|
||||
|
||||
// Travel speed is constant
|
||||
return TravelSpeed / distance;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look<int>(ref this.destinationTile, "destinationTile", 0, false);
|
||||
Scribe_Values.Look<IntVec3>(ref this.destinationCell, "destinationCell", default(IntVec3), false);
|
||||
Scribe_Values.Look<bool>(ref this.arrived, "arrived", false, false);
|
||||
Scribe_Values.Look<int>(ref this.initialTile, "initialTile", 0, false);
|
||||
Scribe_Values.Look<float>(ref this.traveledPct, "traveledPct", 0f, false);
|
||||
Scribe_Defs.Look<ThingDef>(ref this.Projectile, "Projectile");
|
||||
Scribe_References.Look<Thing>(ref this.railgun, "railgun");
|
||||
Scribe_Values.Look<int>(ref this.spread, "spread", 1, false);
|
||||
}
|
||||
|
||||
public override void PostAdd()
|
||||
{
|
||||
base.PostAdd();
|
||||
this.initialTile = base.Tile;
|
||||
}
|
||||
|
||||
public override void Tick()
|
||||
{
|
||||
base.Tick();
|
||||
this.traveledPct += this.TraveledPctStepPerTick;
|
||||
if (this.traveledPct >= 1f)
|
||||
{
|
||||
this.traveledPct = 1f;
|
||||
this.Arrived();
|
||||
}
|
||||
}
|
||||
|
||||
private void Arrived()
|
||||
{
|
||||
if (this.arrived) return;
|
||||
this.arrived = true;
|
||||
|
||||
Map map = Current.Game.FindMap(this.destinationTile);
|
||||
if (map != null)
|
||||
{
|
||||
// Spawn the projectile at the edge of the map
|
||||
IntVec3 entryCell = new IntVec3(CellRect.WholeMap(map).Width / 2, 0, CellRect.WholeMap(map).maxZ);
|
||||
Projectile projectile = (Projectile)GenSpawn.Spawn(this.Projectile, entryCell, map, WipeMode.Vanish);
|
||||
|
||||
// Find a random cell near the target destination within the spread radius
|
||||
IntVec3 finalDestination;
|
||||
CellFinder.TryFindRandomCellNear(this.destinationCell, map, this.spread, null, out finalDestination, -1);
|
||||
|
||||
// Launch the projectile to the final destination
|
||||
projectile.Launch(this.railgun, finalDestination, finalDestination, ProjectileHitFlags.IntendedTarget, false, null);
|
||||
}
|
||||
|
||||
// Remove self from the world
|
||||
Find.WorldObjects.Remove(this);
|
||||
}
|
||||
|
||||
private const float TravelSpeed = 0.0001f;
|
||||
private bool arrived;
|
||||
public IntVec3 destinationCell = IntVec3.Invalid;
|
||||
public int destinationTile = -1;
|
||||
private int initialTile = -1;
|
||||
public ThingDef Projectile;
|
||||
public Thing railgun;
|
||||
public int spread = 1;
|
||||
private float traveledPct;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 关键方法和属性详解
|
||||
|
||||
* **`Start` / `End` (get)**: 这两个属性负责计算飞行的起点和终点坐标。它们通过检查 `HarmonyPatches.SoS` 来判断是否加载了 "Save Our Ship 2" Mod,如果加载了,则会尝试获取轨道上飞船的位置作为起点/终点,从而实现与该Mod的无缝兼容。
|
||||
* **`DrawPos` (get)**: 重写属性,用于在世界地图上渲染该对象。它使用 `Vector3.Slerp`(球面线性插值)在起点和终点之间进行插值,根据 `traveledPct`(已飞行百分比)计算出当前帧应该在的位置,从而形成一条平滑的弧形飞行轨迹。
|
||||
* **`Tick()`**: 游戏引擎为每个世界对象调用的更新方法。它在每一帧增加 `traveledPct` 来推进飞行进度。当 `traveledPct` 达到1时,调用 `Arrived()`。
|
||||
* **`Arrived()`**: 这是飞行结束、触发命中的核心方法。它首先检查目标地块是否存在一个已加载的地图。如果存在,它会在该地图的边缘生成 `Projectile` 实体,并根据 `spread`(散布)在目标点附近随机一个最终落点,然后调用炮弹的 `Launch()` 方法完成最后的攻击。无论地图是否存在,它最终都会将自己从世界上移除。
|
||||
* **`ExposeData()`**: 保证了该飞行物体的所有状态(起点、终点、进度、炮弹类型等)都能被正确地保存和加载。
|
||||
|
||||
## 4. 系统工作流程
|
||||
|
||||
现在我们将三个核心组件联系起来,详细描述从玩家点击按钮到炮弹命中的完整工作流程。
|
||||
|
||||
### 4.1 交互时序图
|
||||
|
||||
下面的 Mermaid 时序图直观地展示了不同对象之间的交互顺序。
|
||||
|
||||
```mermaid
|
||||
sequenceDiagram
|
||||
participant Player as 玩家
|
||||
participant Railgun as Building_Railgun
|
||||
participant Verb as Verb_Railgun
|
||||
participant Sabot as WorldObject_Sabot
|
||||
participant Projectile as 最终炮弹
|
||||
|
||||
Player->>Railgun: 点击 "Fire Mission" 按钮
|
||||
activate Railgun
|
||||
Railgun->>Player: 显示世界地图和射程圈
|
||||
Player->>Railgun: 1. 选择世界目标 (地块)
|
||||
Player->>Railgun: 2. 选择地图内目标 (坐标)
|
||||
Railgun->>Railgun: 调用 FireMission() 设置 longTarget
|
||||
Railgun->>Verb: 调用 TryStartShootSomething()
|
||||
deactivate Railgun
|
||||
|
||||
activate Verb
|
||||
Verb->>Verb: TryCastShot() 检测到 longTarget
|
||||
Verb->>Verb: 调用 TryCastFireMission()
|
||||
Verb->>Sabot: new WorldObject_Sabot()
|
||||
activate Sabot
|
||||
Verb->>Sabot: 传递目标信息、炮弹类型等
|
||||
Verb-->>Player: 触发炮口闪光和声音
|
||||
deactivate Verb
|
||||
|
||||
loop 飞行过程 (每Tick)
|
||||
Sabot->>Sabot: 更新 traveledPct (飞行进度)
|
||||
end
|
||||
|
||||
Sabot->>Sabot: Arrived() - 到达目标
|
||||
Sabot->>Projectile: GenSpawn.Spawn(炮弹)
|
||||
activate Projectile
|
||||
Sabot->>Projectile: Launch() - 飞向最终落点
|
||||
Projectile-->>Player: 爆炸和伤害效果
|
||||
deactivate Projectile
|
||||
|
||||
Sabot->>Sabot: Find.WorldObjects.Remove(this)
|
||||
deactivate Sabot
|
||||
```
|
||||
|
||||
### 4.2 步骤分解
|
||||
|
||||
1. **启动与目标选择 (玩家 -> `Building_Railgun`)**
|
||||
* 玩家选中一门或多门 `Building_Railgun` 并点击其 "Fire Mission" Gizmo。
|
||||
* `GetGizmos` 触发 `StartChoosingDestination` 方法,视角切换至世界地图,并显示最大射程圈。
|
||||
* 玩家在世界地图上选择一个目标地块。
|
||||
* `ChoseWorldTarget` 方法被回调。在通过一系列验证后,视角切换到目标地图。
|
||||
* 玩家在目标地图上选择一个精确的弹着点。
|
||||
|
||||
2. **下达指令 (`Building_Railgun` -> `Verb_Railgun`)**
|
||||
* 当精确弹着点被选定后,`ChoseWorldTarget` 方法会为所有被选中的炮塔调用 `FireMission` 方法。
|
||||
* `FireMission` 将包含地块和坐标的 `GlobalTargetInfo` 存入炮塔的 `longTarget` 变量中。
|
||||
* `FireMission` 随即调用 `TryStartShootSomething()`,这会启动炮塔的射击冷却计时器,并最终触发其Verb组件。
|
||||
|
||||
3. **发射与创建飞行物 (`Verb_Railgun` -> `WorldObject_Sabot`)**
|
||||
* 炮塔的 `Verb_Railgun` 组件的 `TryCastShot` 方法被调用。
|
||||
* `TryCastShot` 检测到 `longTarget` 是有效的,因此它不会执行常规射击,而是调用 `TryCastFireMission`。
|
||||
* `TryCastFireMission` 创建一个 `WorldObject_Sabot` 的实例,并将目标信息、炮弹定义、散布等关键数据从 `Building_Railgun` 复制到这个新实例中。
|
||||
* `WorldObject_Sabot` 被添加到 `Find.WorldObjects` 管理器中,正式开始其生命周期。
|
||||
* 同时,`Verb_Railgun` 在本地触发开火的视觉和听觉效果。
|
||||
|
||||
4. **跨地图飞行 (`WorldObject_Sabot`)**
|
||||
* `WorldObject_Sabot` 作为一个独立的世界对象,其 `Tick` 方法被游戏引擎在每一帧调用。
|
||||
* `Tick` 方法不断更新 `traveledPct` 属性,模拟飞行进度。
|
||||
* 其 `DrawPos` 属性根据 `traveledPct` 在世界地图上平滑地渲染出飞行轨迹。
|
||||
|
||||
5. **抵达与命中 (`WorldObject_Sabot` -> `Projectile`)**
|
||||
* 当 `traveledPct` 达到100%时,`Arrived` 方法被调用。
|
||||
* `Arrived` 检查目标地块的地图是否已加载。
|
||||
* 如果地图已加载,它会在地图边缘 `GenSpawn.Spawn` 一个真正的 `Projectile`(最终炮弹)。
|
||||
* 根据从 `Building_Railgun` 继承来的 `spread` 值,在玩家指定的精确落点附近随机一个最终弹着点。
|
||||
* 调用 `Projectile.Launch()`,使其从地图边缘飞向并命中最终弹着点,产生爆炸和伤害。
|
||||
* 最后,`WorldObject_Sabot` 调用 `Find.WorldObjects.Remove(this)` 将自己从世界上移除,完成其使命。
|
||||
|
||||
## 5. 总结
|
||||
|
||||
Rimatomics的电磁炮系统是一个设计精良的远程打击模块。它通过将**交互(Building)**、**动作(Verb)**和**飞行(WorldObject)**三个阶段清晰地分离到不同的类中,实现了高度的内聚和低耦合。这种设计不仅使得代码逻辑清晰、易于维护,还通过 `WorldObject` 机制优雅地解决了跨地图状态同步和持久化的问题,并为兼容其他Mod(如Save Our Ship 2)留出了接口。
|
||||
@@ -209,6 +209,10 @@
|
||||
<Compile Include="Building_ARANutrientDispenser.cs" />
|
||||
<Compile Include="ARAFoodDispenserProperties.cs" />
|
||||
<Compile Include="Patch_DispenserFoodSearch.cs" />
|
||||
<Compile Include="Buildings\Building_CatastropheMissileSilo.cs" />
|
||||
<Compile Include="World\WorldObject_CatastropheMissile.cs" />
|
||||
<Compile Include="HarmonyPatches\Patch_ForceTargetable.cs" />
|
||||
<Compile Include="Comps\CompForceTargetable.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Wormhole\Building_WormholePortal_A.cs" />
|
||||
|
||||
@@ -0,0 +1,217 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
using Verse.Sound;
|
||||
using RimWorld;
|
||||
using RimWorld.Planet;
|
||||
|
||||
namespace ArachnaeSwarm
|
||||
{
|
||||
[StaticConstructorOnStartup]
|
||||
public class Building_CatastropheMissileSilo : Building_TurretGun
|
||||
{
|
||||
public GlobalTargetInfo longTarget;
|
||||
public static readonly Texture2D FireMissionTex = ContentFinder<Texture2D>.Get("UI/Commands/Attack", true);
|
||||
|
||||
public override void SpawnSetup(Map map, bool respawningAfterLoad)
|
||||
{
|
||||
base.SpawnSetup(map, respawningAfterLoad);
|
||||
if (!respawningAfterLoad)
|
||||
{
|
||||
this.longTarget = GlobalTargetInfo.Invalid;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_TargetInfo.Look(ref this.longTarget, "longTarget");
|
||||
}
|
||||
|
||||
protected override void Tick()
|
||||
{
|
||||
// Base tick handles all local targeting, cooldowns, and fuel consumption via XML.
|
||||
base.Tick();
|
||||
|
||||
// If a local target is active, prevent remote targeting.
|
||||
if (this.forcedTarget.IsValid && this.longTarget.IsValid)
|
||||
{
|
||||
this.longTarget = GlobalTargetInfo.Invalid;
|
||||
}
|
||||
|
||||
// If a remote target is set and the turret is ready, fire.
|
||||
// The base.Tick() cooldown handling prevents this from running if a local shot was just fired.
|
||||
if (this.longTarget.IsValid && this.burstCooldownTicksLeft <= 0 && base.Active && CanFireGlobal(out _))
|
||||
{
|
||||
this.FireMission(this.longTarget);
|
||||
}
|
||||
}
|
||||
|
||||
public override string GetInspectString()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder(base.GetInspectString());
|
||||
|
||||
if (burstCooldownTicksLeft > 0)
|
||||
{
|
||||
if (sb.Length > 0) sb.AppendLine();
|
||||
sb.Append("Cooldown".Translate() + ": " + this.burstCooldownTicksLeft.ToStringTicksToPeriod());
|
||||
}
|
||||
|
||||
if (this.longTarget.IsValid)
|
||||
{
|
||||
if (sb.Length > 0) sb.AppendLine();
|
||||
sb.Append("RemoteTargetSet".Translate(this.longTarget.Label));
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> GetGizmos()
|
||||
{
|
||||
foreach (var g in base.GetGizmos())
|
||||
{
|
||||
yield return g;
|
||||
}
|
||||
|
||||
Command_Action fireGlobal = new Command_Action
|
||||
{
|
||||
defaultLabel = "CommandFireGlobal".Translate(),
|
||||
defaultDesc = "CommandFireGlobalDesc".Translate(),
|
||||
icon = FireMissionTex,
|
||||
action = new Action(StartChoosingDestination)
|
||||
};
|
||||
|
||||
if (!CanFireGlobal(out string reason))
|
||||
{
|
||||
fireGlobal.Disable(reason);
|
||||
}
|
||||
if (this.forcedTarget.IsValid)
|
||||
{
|
||||
fireGlobal.Disable("LocalTargetForced".Translate());
|
||||
}
|
||||
yield return fireGlobal;
|
||||
|
||||
if (this.longTarget.IsValid)
|
||||
{
|
||||
Command_Action clearRemote = new Command_Action
|
||||
{
|
||||
defaultLabel = "CommandClearRemoteTarget".Translate(),
|
||||
defaultDesc = "CommandClearRemoteTargetDesc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("UI/Designators/Cancel"),
|
||||
action = () =>
|
||||
{
|
||||
this.longTarget = GlobalTargetInfo.Invalid;
|
||||
}
|
||||
};
|
||||
yield return clearRemote;
|
||||
}
|
||||
}
|
||||
|
||||
public void FireMission(GlobalTargetInfo target)
|
||||
{
|
||||
if (!CanFireGlobal(out _)) return;
|
||||
|
||||
WorldObject_CatastropheMissile missile = (WorldObject_CatastropheMissile)WorldObjectMaker.MakeWorldObject(
|
||||
DefDatabase<WorldObjectDef>.GetNamed("CatastropheMissile_Flying")
|
||||
);
|
||||
missile.Tile = this.Map.Tile;
|
||||
missile.destinationTile = target.Tile;
|
||||
missile.destinationCell = target.Cell;
|
||||
missile.Projectile = DefDatabase<ThingDef>.GetNamed("Projectile_CatastropheMissile");
|
||||
Find.WorldObjects.Add(missile);
|
||||
|
||||
Vector3 shellDirection = Vector3.forward.RotatedBy(this.top.CurRotation);
|
||||
IntVec3 outcell = (this.DrawPos + shellDirection * 500f).ToIntVec3();
|
||||
|
||||
Projectile_CruiseMissile dummy = (Projectile_CruiseMissile)GenSpawn.Spawn(DefDatabase<ThingDef>.GetNamed("Projectile_CatastropheMissile_Fake"), this.Position, this.Map);
|
||||
dummy?.Launch(this, this.DrawPos, new LocalTargetInfo(outcell), new LocalTargetInfo(outcell), ProjectileHitFlags.None);
|
||||
|
||||
var refuelableComp = this.TryGetComp<CompRefuelable>();
|
||||
if(refuelableComp != null)
|
||||
{
|
||||
refuelableComp.ConsumeFuel(1);
|
||||
}
|
||||
SoundDef.Named("RocketLaunch").PlayOneShot(new TargetInfo(this.Position, this.Map));
|
||||
|
||||
this.BurstComplete();
|
||||
}
|
||||
|
||||
private bool CanFireGlobal(out string reason)
|
||||
{
|
||||
var refuelableComp = this.TryGetComp<CompRefuelable>();
|
||||
if (refuelableComp != null && !refuelableComp.HasFuel)
|
||||
{
|
||||
reason = "NoFuel".Translate().CapitalizeFirst();
|
||||
return false;
|
||||
}
|
||||
reason = "";
|
||||
return true;
|
||||
}
|
||||
|
||||
private void StartChoosingDestination()
|
||||
{
|
||||
CameraJumper.TryJump(CameraJumper.GetWorldTarget(this), CameraJumper.MovementMode.Pan);
|
||||
Find.WorldSelector.ClearSelection();
|
||||
Find.WorldTargeter.BeginTargeting(
|
||||
new Func<GlobalTargetInfo, bool>(this.ChoseWorldTarget),
|
||||
true,
|
||||
FireMissionTex,
|
||||
true,
|
||||
() => GenDraw.DrawWorldRadiusRing(this.Map.Tile, 99999),
|
||||
null, null, null, true);
|
||||
}
|
||||
|
||||
private bool ChoseWorldTarget(GlobalTargetInfo target)
|
||||
{
|
||||
if (!target.IsValid)
|
||||
{
|
||||
Messages.Message("MessageTargetInvalid".Translate(), MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
if (target.Tile == this.Map.Tile)
|
||||
{
|
||||
Messages.Message("Cannot target own map for global strike.", MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (target.WorldObject is MapParent mapParent && mapParent.HasMap)
|
||||
{
|
||||
var originalMap = this.Map;
|
||||
Action onFinished = () => {
|
||||
if (Current.Game.CurrentMap != originalMap) Current.Game.CurrentMap = originalMap;
|
||||
};
|
||||
|
||||
Current.Game.CurrentMap = mapParent.Map;
|
||||
Find.Targeter.BeginTargeting(new TargetingParameters
|
||||
{
|
||||
canTargetLocations = true,
|
||||
canTargetPawns = true,
|
||||
canTargetBuildings = true
|
||||
},
|
||||
(LocalTargetInfo localTarget) =>
|
||||
{
|
||||
if (localTarget.HasThing)
|
||||
{
|
||||
this.longTarget = new GlobalTargetInfo(localTarget.Thing);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.longTarget = new GlobalTargetInfo(localTarget.Cell, mapParent.Map);
|
||||
}
|
||||
this.forcedTarget = LocalTargetInfo.Invalid;
|
||||
},
|
||||
null, onFinished, FireMissionTex, true);
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message("MessageTargetMustBeMap".Translate(), MessageTypeDefOf.RejectInput, true);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
18
Source/ArachnaeSwarm/Comps/CompForceTargetable.cs
Normal file
18
Source/ArachnaeSwarm/Comps/CompForceTargetable.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
using Verse;
|
||||
|
||||
namespace ArachnaeSwarm
|
||||
{
|
||||
public class CompProperties_ForceTargetable : CompProperties
|
||||
{
|
||||
public CompProperties_ForceTargetable()
|
||||
{
|
||||
this.compClass = typeof(CompForceTargetable);
|
||||
}
|
||||
}
|
||||
|
||||
public class CompForceTargetable : ThingComp
|
||||
{
|
||||
// This component doesn't need any specific logic.
|
||||
// Its mere presence on a turret is checked by the Harmony patch.
|
||||
}
|
||||
}
|
||||
23
Source/ArachnaeSwarm/HarmonyPatches/Patch_ForceTargetable.cs
Normal file
23
Source/ArachnaeSwarm/HarmonyPatches/Patch_ForceTargetable.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using HarmonyLib;
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
|
||||
namespace ArachnaeSwarm
|
||||
{
|
||||
[HarmonyPatch(typeof(Building_TurretGun), "get_CanSetForcedTarget")]
|
||||
public static class Patch_Building_TurretGun_CanSetForcedTarget
|
||||
{
|
||||
public static void Postfix(Building_TurretGun __instance, ref bool __result)
|
||||
{
|
||||
if (__result)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (__instance.GetComp<CompForceTargetable>() != null && __instance.Faction == Faction.OfPlayer)
|
||||
{
|
||||
__result = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,6 +8,7 @@ namespace ArachnaeSwarm
|
||||
{
|
||||
public class CruiseMissileProperties : DefModExtension
|
||||
{
|
||||
public bool isDummy = false;
|
||||
public DamageDef customDamageDef;
|
||||
public int customDamageAmount = 5;
|
||||
public float customExplosionRadius = 1.1f;
|
||||
@@ -38,11 +39,19 @@ namespace ArachnaeSwarm
|
||||
private Vector3 Randdd;
|
||||
private Vector3 position2;
|
||||
public Vector3 ExPos;
|
||||
public bool isDummy = false;
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look(ref isDummy, "isDummy", false);
|
||||
}
|
||||
|
||||
public override void SpawnSetup(Map map, bool respawningAfterLoad)
|
||||
{
|
||||
base.SpawnSetup(map, respawningAfterLoad);
|
||||
settings = def.GetModExtension<CruiseMissileProperties>() ?? new CruiseMissileProperties();
|
||||
this.isDummy = settings.isDummy;
|
||||
}
|
||||
|
||||
private void RandFactor()
|
||||
@@ -113,6 +122,11 @@ namespace ArachnaeSwarm
|
||||
var map = base.Map;
|
||||
base.Impact(hitThing, blockedByShield);
|
||||
|
||||
if (isDummy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
DoExplosion(
|
||||
base.Position,
|
||||
map,
|
||||
|
||||
76
Source/ArachnaeSwarm/World/WorldObject_CatastropheMissile.cs
Normal file
76
Source/ArachnaeSwarm/World/WorldObject_CatastropheMissile.cs
Normal file
@@ -0,0 +1,76 @@
|
||||
using RimWorld.Planet;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
|
||||
namespace ArachnaeSwarm
|
||||
{
|
||||
public class WorldObject_CatastropheMissile : WorldObject
|
||||
{
|
||||
public int destinationTile = -1;
|
||||
public IntVec3 destinationCell = IntVec3.Invalid;
|
||||
public ThingDef Projectile;
|
||||
|
||||
private int initialTile = -1;
|
||||
private float traveledPct;
|
||||
private const float TravelSpeed = 0.0002f;
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
Scribe_Values.Look(ref destinationTile, "destinationTile", 0);
|
||||
Scribe_Values.Look(ref destinationCell, "destinationCell");
|
||||
Scribe_Defs.Look(ref Projectile, "Projectile");
|
||||
Scribe_Values.Look(ref initialTile, "initialTile", 0);
|
||||
Scribe_Values.Look(ref traveledPct, "traveledPct", 0f);
|
||||
}
|
||||
|
||||
public override void PostAdd()
|
||||
{
|
||||
base.PostAdd();
|
||||
this.initialTile = this.Tile;
|
||||
}
|
||||
|
||||
private Vector3 StartPos => Find.WorldGrid.GetTileCenter(this.initialTile);
|
||||
private Vector3 EndPos => Find.WorldGrid.GetTileCenter(this.destinationTile);
|
||||
|
||||
public override Vector3 DrawPos => Vector3.Slerp(StartPos, EndPos, traveledPct);
|
||||
|
||||
protected override void Tick()
|
||||
{
|
||||
base.Tick();
|
||||
float distance = GenMath.SphericalDistance(StartPos.normalized, EndPos.normalized);
|
||||
if(distance > 0)
|
||||
{
|
||||
traveledPct += TravelSpeed / distance;
|
||||
}
|
||||
else
|
||||
{
|
||||
traveledPct = 1;
|
||||
}
|
||||
|
||||
if (traveledPct >= 1f)
|
||||
{
|
||||
Arrived();
|
||||
}
|
||||
}
|
||||
|
||||
private void Arrived()
|
||||
{
|
||||
Map targetMap = Current.Game.FindMap(this.destinationTile);
|
||||
if (targetMap != null)
|
||||
{
|
||||
// Find a random entry point at the north edge of the target map
|
||||
IntVec3 entryCell = CellFinder.RandomEdgeCell(Rot4.North, targetMap);
|
||||
|
||||
// Spawn the final projectile (the cruise missile) at the entry point
|
||||
Projectile_CruiseMissile missile = (Projectile_CruiseMissile)GenSpawn.Spawn(this.Projectile, entryCell, targetMap, WipeMode.Vanish);
|
||||
|
||||
// Launch it from the entry point towards the final destination cell
|
||||
missile.Launch(null, entryCell.ToVector3Shifted(), new LocalTargetInfo(this.destinationCell), new LocalTargetInfo(this.destinationCell), ProjectileHitFlags.IntendedTarget);
|
||||
}
|
||||
|
||||
Find.WorldObjects.Remove(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user